Rodrigo at Escape Rope writes:
How to describe Antichamber? I must say I was not prepared at all for this game. Some screenshots and a vague description was all I had nothing to lean on. After playing, calling it a "surreal puzzle game" is an insult to what this game gets the player. A reaction, perhaps? How does a game without any narrative, may have more dramatic moments than any bunch of cutscenes we see out there today? How does something without a specific direction can elicit such feelings of a player?